Steam installeren
inloggen
|
taal
简体中文 (Chinees, vereenvoudigd)
繁體中文 (Chinees, traditioneel)
日本語 (Japans)
한국어 (Koreaans)
ไทย (Thai)
Български (Bulgaars)
Čeština (Tsjechisch)
Dansk (Deens)
Deutsch (Duits)
English (Engels)
Español-España (Spaans - Spanje)
Español - Latinoamérica (Spaans - Latijns-Amerika)
Ελληνικά (Grieks)
Français (Frans)
Italiano (Italiaans)
Bahasa Indonesia (Indonesisch)
Magyar (Hongaars)
Norsk (Noors)
Polski (Pools)
Português (Portugees - Portugal)
Português - Brasil (Braziliaans-Portugees)
Română (Roemeens)
Русский (Russisch)
Suomi (Fins)
Svenska (Zweeds)
Türkçe (Turks)
Tiếng Việt (Vietnamees)
Українська (Oekraïens)
Een vertaalprobleem melden
The guides are still a little complicated, and require a bit of computer know-how that not every user might have. Fortunately, the API between the 4-bit fork and the original KoboldAI should remain the same. Because of this, my idea was to have the game support the KoboldAI API as an option for text generation, while leaving the actual installation and such of KoboldAI up to the user.
The game would just need to know the IP and port of the KoboldAI server that the user intends to use. Usually, this would be 'localhost:5000' if the user is running it on their own machine, but one could even run the server on a separate machine on their LAN.
If by any chance you already have an installation of KoboldAI on your computer, you might find the API documentation helpful. The API docs can be accessed by appending '/api' to the KoboldAI server url. (ex. 'localhost:5000/api')